Bareheaded Warrior wrote:I'll very briefly summarise the search rule changes that I made, and whilst they are deceptively simple it usually does take some time for the ramifications to sink in. (Also bear in mind these rules are used in combination with the 'looting' action for chests mentioned elsewhere)...
Of course those all sound nice, not so much to make the game any simpler, but they would certainly make the game EASIER.
if I recall correctly, only two types of traps do instant, unblockable damage (and only two leave a "permanent hazard" though one does leave a persistent hazard that can be later disarmed if desired). Heroes already have to roll dice to see if the other types of traps really do damage, and so you'd be giving them yet another chance to avoid damage (and even remove the trap, which is unnecessary in the case of all but the persistant hazard traps, meaning basically a Pit or Fallen Block trap and to a lesser extent the Swinging Axe trap).
As Zargon I am perfectly fine with reminding the heroes if they already searched a room, so there will never be a problem with having to search for traps or secret doors multiple times (except on those very rare quests where special rules limit searches, see Forsaken Tunnels of Xor Xel).
A hero searching a room for treasure isn't going to trigger floor traps, only active furniture traps. I don't require players to walk up to a piece of furniture to search it or obtain the treasure contained therein. One can always reason that the trap square was the one they didn't touch to trigger whatever trap. It is a very rare case (I think two instances come up, both within the Frozen Horror, which I consider to be errors due to lack of playtesting) where the Disarming function can be used to "cheat" and avoid a trap one might otherwise trigger if one had to use movement squares to reach the trap in question. When searching I simply reveal any and all traps in the room/corridor the Hero is in. EQP & BQP are fond of the "undetectable" traps, but even there my one concession (not required by the base rules) is to say there is some sense of danger (without noting the specific square). This alerts them at least that they should probably be jumping squares, but there is no guarantee they will avoid the trap, it simply gives them another "chance" to avoid them, using an existing, and even planned mechanic from the draft notes. Most heroes don't think to use it, so I have yet to come across any "bunny hoppers." Rolling a white shield is rather difficult, so jumping two squares (in the hopes that they are not traps) is not much of a cheat, in my mind.
So yeah, you choose you how play, I don't think I'll implement any of those. The one idea I think appealed to me was the one where if you happen to step on the exact square of a secret door tile, you find it, but to me that simply removes the need to expend an action to search... that will just encourage heroes to walk around the perimeter of each room, and doesn't end up saving any real time. Most heroes I see just move through a room, they don't stop to maneuver around unless they are doing so in combat.
Occasionally I will get heroes who like to role play walking up to chests, but I have had the interesting fact of heroes regrouping to reduce the impact of Wandering Monsters. These packs LOVE to give them in multiples... so edging your hero into a corner, and the other heroes providing a protective screen (or at least bunching up in corridors) helps prevent them getting picked off and killed in this fashion (especially the poor Wizard!). That to me is just good strategy to beat what was put out before them. I could simply rewrite the quest to remove all the times they'd want to use that I suppose, but I'd rather see if they can win it the way it was written.
Granted, like you, I provide them a little bit of help with those modifications, but I think it evens out in the end. If the quests weren't so broken to begin with I'd probably be going the opposite direction, trying to make the quests harder...
Edit: Too ranty and off topic? I apologize. Whenever I respond to posts like these I sound like I'm saying you're playing it wrong, but I don't mean that, I just mean why I don't personally go more in that direction. Personal preference... and a lot depends upon the people you regularly play with as well, probably.